The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
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of the stuff on the whole plane is the throne of Noctulos,<br />
up at the Colossus. It claims that it knows a secret way<br />
into the castle which it will tell the Player Characters.<br />
However, it insists that they must first ‘prove their<br />
worth’ and provide some long-absent entertainment by<br />
solving some riddles.<br />
At this the other heads groan and make comments such<br />
as ‘just tell them if you really know something’, but<br />
the wizard head is absolutely adamant and will not<br />
change its mind. <strong>The</strong> Player Characters must solve two<br />
out of three riddles to gain the information. <strong>The</strong> three<br />
somewhat crusty riddles are:<br />
<strong>The</strong> poor have it, while the rich need it. It is higher<br />
than the highest heaven and yet deeper than the deepest<br />
sea. And he who eats it shall die! What is it? (Answer:<br />
nothing.)<br />
He went to the woods and got it. He sat down and<br />
looked for it. Because he could not find it, he took it<br />
home with him. What was it? (Answer: a thorn in the<br />
foot.)<br />
I cannot be touched, but my voice is louder than the<br />
lion’s roar. I strike men dead, and my weeping may<br />
drown them. What am I? (Answer: a thundercloud.)<br />
If the Player Characters manage to solve two riddles, the<br />
head is greatly excited and tells them to make their way<br />
to the base of the great wall, to a point behind a rock<br />
formation shaped like a bear’s head. <strong>The</strong>re they should<br />
search the wall for a secret door, touch it and speak the<br />
words ‘Acerbicus Formaldeum’. This will open up a<br />
secret passageway which leads through the wall, winds<br />
up through the foot of the Colossus and opens straight<br />
into the throne room. <strong>The</strong> hags sometimes use it to<br />
bring child-souls to their master.<br />
11. <strong>The</strong> Great Wall<br />
<strong>The</strong> wall of black rock before you must be 200 feet<br />
high. It looks perfectly smooth and impossible to climb.<br />
Above the top of the wall, you can clearly see the head<br />
and shoulders of a humanoid form carved out of the<br />
rock. <strong>The</strong> only opening in the wall is an archway some<br />
thirty feet wide, with worked stone double doors closing<br />
it off.<br />
<strong>The</strong> stone doors are barred from the inside, where three<br />
nightwalkers stand in continual guard (see page 131 for<br />
statistics). <strong>The</strong>y attempt to incapacitate invaders rather<br />
than destroy them, so that their lord can torture them<br />
to death at his pleasure. If Noctulos is hunting abroad,<br />
they stow prisoners in the dungeon cells (see below)<br />
until he returns.<br />
Characters who look for the secret door mentioned by<br />
the bearded skull must first make a Search check (DC<br />
20) to find the rock that marks it, then find the door<br />
itself, which is well hidden, requiring another Search<br />
check (DC 25). <strong>The</strong>re is indeed a secret staircase behind<br />
it, which leads up into the throne room at Area 17.<br />
12. <strong>The</strong> Colossus<br />
<strong>The</strong> stronghold now visible before you is fashioned into<br />
the shape of a roughly human figure seated against the<br />
mountain, gripping its knees and contorted in pain. <strong>The</strong><br />
lower part of the head is a jagged-mouthed cave, making<br />
it seem as if the mouth of the Colossus has rotted away.<br />
Between the feet a narrow, crooked cavity offers a way<br />
into the mountainside.<br />
<strong>The</strong> small courtyard in front of the Colossus is covered<br />
with chips of gravel-like stone that glow with a luminous<br />
blackness. <strong>The</strong>se can only be fragments of tenebrium.<br />
From above, a deep groan sounds, shaking the whole<br />
mountain and sending loose stones dancing down the<br />
side. It is as if the Colossus is groaning in pain.<br />
<strong>The</strong> entryway into the tunnel is only two and a half<br />
feet across, meaning that Medium size creatures must<br />
squeeze through – each move into or through this space<br />
counts as two squares of movement – while Large<br />
creatures must make an Escape Artist check (DC 20)<br />
to fit through.<br />
12a. Narrow Defi le<br />
<strong>The</strong> narrow tunnel that threads into the mountain seems<br />
to have cracked open only recently, as if the Colossus<br />
had shifted its position and broken open a way into the<br />
rock.<br />
<strong>The</strong> entirety of this tunnel is mechanically trapped. So<br />
long as it remains totally dark, the trap does not activate.<br />
Creatures who shed light upon the tunnel walls, ceiling<br />
or floor trigger the trap; the Games Master should bear<br />
in mind that some magic weapons shed light. When the<br />
trap is sprung, the sides of the tunnel grind together, as<br />
if the Colossus were bringing its feet inwards.<br />
Crushing Tunnel: CR 17; mechanical; location trigger<br />
(light sensitive); automatic reset; no attack roll required<br />
(24d6, crush); multiple targets (all targets in tunnel<br />
area); never miss; onset delay (1 round); Search DC 30;<br />
Disable Device DC 30.<br />
12b. Hall of the Bleak Ones<br />
This chamber is carved in an unusual manner. <strong>The</strong><br />
walls are cut in triangular facets around a foot across,<br />
as if you were inside an inverse black jewel. Steps lead<br />
Ibon Presno Gonzalez (order #73006) 8